// Integration tests for multi-system interactions: spawn phase, territory conquest, attacks mod common; use assert2::assert; use borders_core::game::builder::GameBuilder; use borders_core::networking::NetworkMode; use borders_core::prelude::*; use common::{GameAssertExt, GameBuilderTestExt, GameTestExt}; #[test] fn test_spawn_phase_lifecycle() { let mut game = GameBuilder::simple().with_nation(NationId::ZERO, 100.0).with_spawn_phase_enabled().with_network(NetworkMode::Local).with_systems(false).build(); let spawn_phase = game.world().resource::(); assert!(spawn_phase.active, "SpawnPhase should be active after initialization"); game.deactivate_spawn_phase(); let spawn_phase = game.world().resource::(); assert!(!spawn_phase.active, "SpawnPhase should be inactive after deactivation"); game.assert().resource_exists::("TerritoryManager"); } #[test] fn test_territory_conquest_triggers_changes() { let player0 = NationId::ZERO; let mut game = GameBuilder::simple().with_nation(player0, 100.0).with_network(NetworkMode::Local).with_systems(false).build(); game.assert().no_territory_changes(); let tile = U16Vec2::new(50, 50); game.conquer_tile(tile, player0); game.assert().has_territory_changes().player_owns(tile, player0); } #[test] fn test_multi_player_territory_conquest() { let player0 = NationId::ZERO; let player1 = NationId::new(1).unwrap(); let player2 = NationId::new(2).unwrap(); let mut game = GameBuilder::simple().with_nation(player0, 100.0).with_nation(player1, 100.0).with_nation(player2, 100.0).with_network(NetworkMode::Local).with_systems(false).build(); let tile0 = U16Vec2::new(10, 10); let tile1 = U16Vec2::new(20, 20); let tile2 = U16Vec2::new(30, 30); game.conquer_tile(tile0, player0); game.conquer_tile(tile1, player1); game.conquer_tile(tile2, player2); game.assert().player_owns(tile0, player0).player_owns(tile1, player1).player_owns(tile2, player2); let territory_manager = game.world().resource::(); let changes: Vec<_> = territory_manager.iter_changes().collect(); assert!(changes.len() == 3, "Should have 3 changes (one per player), but found {}", changes.len()); } #[test] fn test_territory_ownership_transitions() { let player0 = NationId::ZERO; let player1 = NationId::new(1).unwrap(); let mut game = GameBuilder::simple().with_nation(player0, 100.0).with_nation(player1, 100.0).with_network(NetworkMode::Local).with_systems(false).build(); let tile = U16Vec2::new(50, 50); game.assert().tile_unclaimed(tile); game.conquer_tile(tile, player0); game.assert().player_owns(tile, player0); game.clear_territory_changes(); game.assert().no_territory_changes(); let previous_owner = game.clear_tile(tile); assert!(previous_owner == Some(player0), "Previous owner should be player 0"); game.assert().tile_unclaimed(tile).has_territory_changes(); game.clear_territory_changes(); game.conquer_tile(tile, player1); game.assert().player_owns(tile, player1).has_territory_changes(); } #[test] fn test_border_updates_on_territory_change() { let player0 = NationId::ZERO; let mut game = GameBuilder::with_map_size(100, 100).with_nation(player0, 100.0).with_network(NetworkMode::Local).with_systems(false).build(); let center = U16Vec2::new(50, 50); let adjacent = U16Vec2::new(51, 50); game.conquer_tile(center, player0); let territory_manager = game.world().resource::(); assert!(territory_manager.is_border(center), "Center tile should be a border (adjacent to unclaimed)"); game.conquer_tile(adjacent, player0); let territory_manager = game.world().resource::(); assert!(territory_manager.is_border(center), "Center tile should still be a border"); assert!(territory_manager.is_border(adjacent), "Adjacent tile should be a border"); } #[test] fn test_initialization_with_territories() { let player0 = NationId::ZERO; let player1 = NationId::new(1).unwrap(); let territory0 = vec![U16Vec2::new(10, 10), U16Vec2::new(10, 11)]; let territory1 = vec![U16Vec2::new(20, 20), U16Vec2::new(20, 21)]; let mut game = GameBuilder::simple().with_nation(player0, 100.0).with_nation(player1, 100.0).with_network(NetworkMode::Local).with_systems(false).build(); // Pre-assign territories using extension trait game.conquer_tiles(&territory0, player0); game.conquer_tiles(&territory1, player1); let mut assertions = game.assert(); for tile in &territory0 { assertions = assertions.player_owns(*tile, player0); } for tile in &territory1 { assertions = assertions.player_owns(*tile, player1); } let territory_manager = game.world().resource::(); let changes_count = territory_manager.iter_changes().count(); assert!(changes_count == 4, "After initialization with 4 tiles, expected 4 changes, but found {}", changes_count); }